L L4D2node

CDirectorVersusMode::VoteRestartVersusLevel

0x008c35b0 · 106 bytes · __thiscall

_ZN19CDirectorVersusMode22VoteRestartVersusLevelEv

Decompiled

undefined (1 param)

/* CDirectorVersusMode::VoteRestartVersusLevel() */

void __thiscall CDirectorVersusMode::VoteRestartVersusLevel(CDirectorVersusMode *this)

{
  CDirector *this_00;
  undefined4 local_1c;
  undefined4 local_18;
  undefined1 *local_14;
  undefined4 local_10;
  
  this[0x18] = (CDirectorVersusMode)0x1;
  *(int *)(this + 8) = *(int *)(this + 0x10);
  *(int *)(this + 0xc) = *(int *)(this + 0x14);
  CTerrorGameRules::SetCampaignScores(g_pGameRules,*(int *)(this + 0x10),*(int *)(this + 0x14));
  this_00 = TheDirector;
  local_1c = 7;
  local_18 = 0;
  local_14 = &DAT_00d539c2;
  *(undefined4 *)(TheDirector + 0x284) = 7;
  local_10 = 0;
  CDirector::OnEndScenario(this_00,(EndScenarioGameEventInfo_t *)&local_1c);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)